Junker healer.
Primary weapons.
LMB - “Nail gun” - It fires dirty rusty nails, rapid fire projectile, reasonable accurate, but, has drop and flight time.
RMB - “Healing drone”. - you target a player, and he flings the drone out to them. It does quite a lot of healing over time, draining its resource while the hero is damaged. It also speed up the target a little. (this is so the devs can balance it for different ELOs, see latter comment to see how that works)
You can RMB to reassign it to another target. You can hold RMB to return it early.
Once it is out of resource, it returns, and recharges, soon is ready to fire again. This does a LOT of healing, very quickly (you can save people with it like you do with a Zarya bubble). The hero is a primary healer, with a mediocre weapon, no ability to heal more than one target at once, and their escape isn’t great. They make up with it by saving people and enabling them to fight better.
The Junker Healer self heals slowly, but only when the drone is returned.
Non AOE, and long ranged, it enables DPS more than tanks.
Abilitys
“Hold still you little worm” - (e) Aka, a Harpoon to deal with problem patients who try to run.
Fires a harpoon, and connects the rope to the ground, they can move some distance from their starting location, but, not too far. Medium cooldown. This is like sleep dart, but strictly weaker, They can fire back and move to some degree.
But like sleep dart, it punishes people who have over extended.
“Sod this” - (shift) Uses harpoon gun to widow hook. Escape, and general mobility, short cooldown.
ULT
“RUN!”. Everyone on their team is VASTLY speed up., for a shortish time. Good for defence, GREAT for pushes.